Other than the characters and somewhat basic scoring, this one has me super interested. I really love the color scheme they've chosen with the machine aesthetics. It's like this magic infused almost diesel punk look. It looks great and is very fitting. Feel like this is gonna be the next big indie STG.
There are sound effects, but they are very quiet. I lowered the volume of the music and increased the volume of the sound effects, and it felt a lot better to me.
Solid demo, looking forward to the full game. I would love if they added some m2 style overlays for scoring, rank and input. Little rustic joystick and buttons would be cool lol
I had a feeling you'd play this. First time I've played nothing but the same demo for a week straight. I agree that scoring should probably be more in depth in the full game, but I otherwise love everything about this. I'm happy I figured out the friendly fire on the dual minibosses myself, but I didn't know 2 extra could appear. I only ever got 1 more. That alone makes me wanna play again just to do it for myself. Didn't notice that about tick points. Yeah, that doesn't seem right. I would like boss milking to be a thing, but a substantial and intentional thing. Violette has a unique timeout pattern and sprites when her ship blows up then, which is nice, but I wouldn't be surprised if you never saw it. I didn't. I found out from another video. If something like that was a secret that could be triggered to extend a fight for more points, I think it'd be great. The heck is a ZeroRanger-like? Yeah, it's definitely inspired by it, quite a bit even, but not every inspiration is a subgenre. I don't want copycats, I want people to take the right lessons away from something like ZR. Like the checkpoints for when you use continues, which Rainchaser does. Not saying it's a ZR clone either, but that the label might make it sound like it is. If the demo is anything to go by, among other things, its tone is pretty different. Seems more relaxing and lighthearted. Sorry, that's a pet peeve of mine. Probably overreacting on that point. I really look forward to playing the full game, and watching you play it eventually too. Cheers!
There's also some kind of ranking system because you can definitely get more enemies and different patterns at high ranks. Someone on the steam forums said it was tied to the bar that fills at the very bottom of the screen. Still, Touhou + FF6 Magitek? Winning combo.
As far as shmup demos goes.....this one cooked like nothing else, can't wait to see where Kornod takes it. Already threw 30 bucks at their Ko-Fi, money where my mouth is!
I had heard from someone that enemies don't seal bullets at point blank range. Seems to happen here. I think the dev will need to tweak this so you aren't unfairly blasted when you don't expect it, at least from some types of enemies.
There is a shine when bullets are about to fire to make it more fair and the hitbox is small, I'm not sure if sealing will be implemented as part of the level design is learning how to be pressured instead of canceling pressure with sealing. Enemies also never fire immediately on entering the screen or anything too silly or unfair.
I know that sealing is pretty standard, but I never had an issue with getting point blanked in this game, and a lot of enemies have a slight visual warning before they shoot. Like the turrets on the railcars. Maybe it could be more emphasized though. If the full game is designed with no sealing in mind, I don't think it will be a problem. I definitely get your concern though.
The letters on the swordsaw ability text are very difficult to read, a lot of text is just kinda tough to read. There's no tate mode and the colors seem sort of washed out. Am i wrong in thinking this?
Other than the characters and somewhat basic scoring, this one has me super interested. I really love the color scheme they've chosen with the machine aesthetics. It's like this magic infused almost diesel punk look. It looks great and is very fitting. Feel like this is gonna be the next big indie STG.
I love gameboy-themed aesthetic.
Just need to add some sound effects and this formula is already perfect to me. Extremely happy with this demo
Yeah I notice this with indie STG's. They really tend to lack in the sound department. I'm not sure why.
There are sound effects, but they are very quiet. I lowered the volume of the music and increased the volume of the sound effects, and it felt a lot better to me.
The presentation of this demo is absolutely top tier. I vibe with it so hard.
Welcome back, Zero Ranger
Now with more color and Taito-level sprite art
😊
Cant wait for full release
close enough, welcome to Black Onion mode!
Absolutely A+ on aesthetics
Great run, thank you for showcasing!
This game is really cool :-)
S rank, YES.
"BACKSHOT GET!"
Game of the year.
Eaisly the most intresting shmup ive seen in in a while
Ohh I love it, crazy good soundtrack,
Boss animation and patterns got me hyped for real
alright I'm buying
New game to my wishlist, thank you
Finally i get to check out this run!, this is a thing of beauty. Your swordplay is insane my dude!!!!
Solid demo, looking forward to the full game. I would love if they added some m2 style overlays for scoring, rank and input. Little rustic joystick and buttons would be cool lol
Definitely going to pass this along 😆
@@AKTANEARCADE Have them add a C button for sword, I dont like holding multiple buttons too long. Hurts my hand :(
Shot, spread, sword and slow
@@FatDragonHats that's already added !! Was in a demo update sometime early last week along with a bug fix and run reset option
@@AKTANEARCADE Well, my work here is done
@@FatDragonHats cat go back in box
.. to game
I had a feeling you'd play this. First time I've played nothing but the same demo for a week straight. I agree that scoring should probably be more in depth in the full game, but I otherwise love everything about this.
I'm happy I figured out the friendly fire on the dual minibosses myself, but I didn't know 2 extra could appear. I only ever got 1 more. That alone makes me wanna play again just to do it for myself.
Didn't notice that about tick points. Yeah, that doesn't seem right. I would like boss milking to be a thing, but a substantial and intentional thing. Violette has a unique timeout pattern and sprites when her ship blows up then, which is nice, but I wouldn't be surprised if you never saw it. I didn't. I found out from another video. If something like that was a secret that could be triggered to extend a fight for more points, I think it'd be great.
The heck is a ZeroRanger-like? Yeah, it's definitely inspired by it, quite a bit even, but not every inspiration is a subgenre. I don't want copycats, I want people to take the right lessons away from something like ZR. Like the checkpoints for when you use continues, which Rainchaser does. Not saying it's a ZR clone either, but that the label might make it sound like it is. If the demo is anything to go by, among other things, its tone is pretty different. Seems more relaxing and lighthearted.
Sorry, that's a pet peeve of mine. Probably overreacting on that point.
I really look forward to playing the full game, and watching you play it eventually too. Cheers!
Gosh I love this! The music reminds me of Ketsui a bit tho👀
Me encanta, que gran trabajo.
These new shmups are really piece of art.
Really looking forward for this one
Oh no not another game to be obsessed with!
already a great game! and nice clear
Would love to see a caravan mode added in the full release
There's also some kind of ranking system because you can definitely get more enemies and different patterns at high ranks. Someone on the steam forums said it was tied to the bar that fills at the very bottom of the screen. Still, Touhou + FF6 Magitek? Winning combo.
As far as shmup demos goes.....this one cooked like nothing else, can't wait to see where Kornod takes it. Already threw 30 bucks at their Ko-Fi, money where my mouth is!
a true fan of the genre
Donpachi x Touhou = Rainchaser
I know it's part of the art style, but I'd love an option to boost color contrast in some way. Game seems really cool.
@jaimers have yoh ever tried rym 9000?
I had heard from someone that enemies don't seal bullets at point blank range. Seems to happen here. I think the dev will need to tweak this so you aren't unfairly blasted when you don't expect it, at least from some types of enemies.
There is a shine when bullets are about to fire to make it more fair and the hitbox is small, I'm not sure if sealing will be implemented as part of the level design is learning how to be pressured instead of canceling pressure with sealing. Enemies also never fire immediately on entering the screen or anything too silly or unfair.
I know that sealing is pretty standard, but I never had an issue with getting point blanked in this game, and a lot of enemies have a slight visual warning before they shoot. Like the turrets on the railcars. Maybe it could be more emphasized though. If the full game is designed with no sealing in mind, I don't think it will be a problem. I definitely get your concern though.
The letters on the swordsaw ability text are very difficult to read, a lot of text is just kinda tough to read. There's no tate mode and the colors seem sort of washed out. Am i wrong in thinking this?
Cute operator girl!
i only get B rank 😅
I need to hire a doujin artist for these characters.
Who would they be?
@@nemoguySatsuki Imonet.😊
The game looks amazing.
I just wish the gameplay was more bullet hell oriented though.
They should tie score to accuracy so you can’t just spam shoot and move around, you actually have to hit the target
You can pacifist timeout her, she has different attacks and animation.